Comentarios

Comentario de FlorDeLiz

Comentario de GitGudGuides

Comentarios

Comentario de Dinoo

If you wipe on the last boss, the door at the elevator is closed and can't be opened, leaving no way to kill him again, so don't release if you have reincarnation/soulstone/DI. Hopefully it's a bug only.

This is in v2.0.6.

Comentario de Tomed

Just did a full run of The Mechanar last night. While the elevator does seem rather buggy, my group was able to use it after wiping on the last boss once.

Comentario de sharde

We didn't wipe on the boss, and even had zero deaths - yet only 2 people could use the elevator.

Paged a GM, waiting for a response..

Comentario de sharde

2 of our members opened GM tickets.The GM who answered me said they were not allowed to help us - the other GM said they were, and ported us to the top of the elevator ... talk about conflicting stories

Comentario de Manic77

What's the player limit in this dungeon?

Comentario de Garraty

Does this instance need flying mount? Based on picture it does. Not even meeting stone up there to allow summon?

Comentario de dreichwein

Elevator is still bugged. You'd think that after months of development and QA that we would at least be able to play the game.

Comentario de smarm

Also the Gnomish Universal Remote (http://www.wowhead.com/?item=7506) will work on any and all mechanical units in tempest keep. They prove very useful during several pulls and can easily annihilate a group of two or three mobs.

Comentario de Phlook

It is the easiest of the 3 tempest keep 5 man dungeons.

Comentario de BlytzBS

The elevator only bugs if you rezz before the event resets.

So, if you do wipe on the event, sit and wait until the mobs run back and the elevator opens up again. This can take anywhere between 30seconds and 2 minutes. When you get back in you only have to continue the event from where you wiped ;)

Comentario de Zaos

Currently on the PTR Tempest Keep Mechanar Mechanar Drillers, Wreckers, and Crushers in Tempest Keep: The Mechanar may no longer be enslaved when in Heroic mode.

So be careful when 2.0.10 comes out! And of course as always, make use of it untill then :) It makes those 3 or 4 pulls so much smoother.

Strategy: Spread out. When Polarity Shift comes, make sure the same debuffed players are grouped together for optimised dps.

2) Nethermancer Sepethrea ( Tauntable )Ability: Spawned elementals are now faster and hits harder. Cannot be crowd controlled. Elementals will stop at times to do hellfire which hurts.

Strategy: Kill Pathaleon first to clear the exit dome. Upon pulling, make sure at max range. Tank whilst kiting her to the exit at Pathaleon. Keep DoTs up all the time. Should by the time you are at dome and she's still alive, kite her to the starting point. Repeat above steps if necessary.

Note: Make sure she's far away from elemental spawns or you will get hellfire which will most likely wipe your members. Also be aware that this fight is a very long fight depending on the damage output.

Waves before boss:Chain fear the mobs. Set rotation on the fear. Mages(if u have one) sheep a target, which will be used by priest to MC, and rest/regen. The other priest take over MC, and the other priest rest.

Wave before boss 2:Mechanical will spawn. Stunlock as much as possible when it charges it's fist. Most damage receive is from here.

Wave before boss 3:Same as step 1, chain fear, Mind control the last mob so your group could rest/regen.

Strategy on boss: Fear the adds, make a rotation on those. Mages sheep MC'd party member / Locks deathcoil should there are no mages. Boss himself doesnt hit hard, it's the adds that does the wipings.

There're many other ways to do this boss / party setup but this is probably 1 of the best that works, at least in my case.

Comentario de Isilwen

We had a loser GM tell us that the elevator locks on purpose..."It's part of the challenge...." We never were able to zone back in and were only 2 pulls from Pathaleon.

Comentario de Meesterjojo

Clear as normal to Mechano-Lord Capacitus, noting that Locks cannot enslave the large Drillers and Wreckers in heroic mode, but can still do a lot of damage with just 1 of the little guys. If not, hold them all, or get hunter to trap one.

Mechano-Lord: Polarity Shift, as described above. It's so easy it should be the normal mode.

Back track clear to elevator. First real challenge for your group- Destroyers. Sorry, but some healers have the hardest time with these, others do not. Don't forget you can spell-reflect 2x on a charged fist (if your group misses an interupt), also note that a lock can CoT to slow the casting time thus making it easier. Stunnable.

From the 2nd floor on be sure that no one releases until everyone dies and you are certain everything has reset. Otherwise you'll find yourself calling it or soft-reseting when the doors lock you out.

Clean the room with the Nethermancer, but do not engage her.

Clear the hall to last boss. Engage him: Fearing adds works well. I typically thunderclap over and over, then aoe fear first batch, when he makes a 2nd wave which doubles the number of adds I try to challenge shout and leave the priest to aoe fear, or the lock if one is present. Burn him to 20%, max DPS, and the adds go away. From here it's tank n' spank. He enrages, but becomes extremely slow. Note: he's so slow that a hunter or a lone warlock can solo him down the hall from 20% down. Make sure you master loot- Blizzards Official Bug Policy is that players may only receive drops from bosses if the loot decays on the body, including your badges. If any one person takes a badge, no one will get theres. Note too, that even if the whole group is in Mechanar, and the body is at the very top of the elevator, if anyone is downstairs or in the elevator riding up as the body is looted they will lose out on any possible loot roll as the instance believes that they're not inside. 1st floor is counted as a seperate zone from 2nd floor, somehow

With boss room empty, have party set up. Hopefully you have a hunter, if so it's time to go fishing: Use eyes of the beast to fish out the Nethermancer just like some guilds would pull Baron Geddon into Garr's room in MC. She'll run so fast down the hall that her adds, even with their increased speed, have no chance of keeping up. DPS her down with a bit of time to spare before the adds show up. Easy.

If no Hunter- get a lock+imp. Have imp engage and hold nethermancer with only the imp and lock visible to the nethermancer and her adds. Once imp is dealt with, lock should take off running down the hall. Warrior will pick off nethermancer part way down. By this time the adds should be secured on lock and only the lock. I'm not entirely sure of the mechanics on this, but we've done it 3 times in a row with success. The adds completely ignore us, and once past, we engage the nethermancer.

Comentario de alamezare

I was there with a group a few minutes ago and the damn door is still bugged. We died and relesed out bodys and when we got back in we couldn't get passed the door. But the elevator was ok ^^

Comentario de Leandro

4/3/07 - Wiped in heroic during the last event and came back to find the door at the top of the elevator sealed off. Super.

Comentario de Special

*nevermind*

Comentario de swirlyeyes

Heroic Mech - The easiest way to do it on all problematic pulls.

Tinkerers - Star player to have along, Warlock/Priest.

MC/Enslave, kill all the other tinkerers with this tinkerer, then sacrifice it. Banish the larger demons, tank and spank to victory.

Gatekeepers - Both have shadow power, dispel asap, makes him hit harder. Left gatekeeper does AOE bleed, so spread your ranged, double healer if you feel your healer cannot solo heal all. Right gatekeeper does emote "..raises hammer menacingly" which does 2k damage to melee players every 2 seconds, everyone in melee range get out, even the tank.

Mechanolord - Tank pulls boss to ledge and hits at max range, avoiding the maximum number of orbs while not moving. Tank calls out debuff he gets, negative or positive. Same charge moves towards tank, different charge step away to the back. Tank does not move throughout entire battle.

Netherbinder - CC for last, so that even if she summons elementals it's possible to keep things under control.

Pantheleon the Calculator - As rogue I always get the dominate, cannot be dispelled, but can be "cloaked" out of, requires some luck.

You have the most success if you ignore adds. At start of battle all ranged classes move to melee range (healers, mages), hunters may opt to stay, but do not multishot.

Once adds are spawned they will gather nicely because you have stacked. Fear them away then blow cooldowns and hit the boss as hard as you can, psychic screams, intimidating shouts, howl of terrors, set an order for maximum effectiveness.

Once boss enrages at 30-40% all adds will automatically die. If you get to this stage you should win the fight without problems.

Sepethrea - Now summons 3 elementals and moves at normal speed. If you get one, drag all the way to pantheleon's chamber. It should be possible to slowdps all the way to 30-40%. Once you reach this stage, everyone that's kiting fire eles in pantheleon can just return and nuke her down, they will take too long to get back so it shouldnt be a factor.

Comentario de Bumbaclot601

Ideal group for this instance in non-heroic mode is:Warrior - TankRogue - Imp SapWarlock - Banish and Enslave demonsMage - Sheeps and the occasional kitingResto Shaman/Druid or Holy Priest/ Paladin - need a resto class unless the Character has good gear

Done this place a couple of times and found many groups with these classes absolutey do great. I am a mortal Strike warr and i am still enabled to tank very well in this instance, it doesnt take much just a little abuse of the Commanding shout. I have had a Feral Druid tank and we also did very well except for the last boss becuase we lacked caster DPS for Summoned Mobs.

Comentario de keppi

what i need for heroic?

Comentario de Xeldin

Ideal group for this in Heroic Mode is as follows. Believe me I just did this and it was the smoothest run I've done yet.

1 Warlock1 Shaman (DPS)1 Holy Paladin1 Shadow Priest1 Warrior

When you get to the demons, just banish / enslave a demon and let the demon do all the work :)

Comentario de Regord

As of now Patch 2.1 all BC mechanical mobs are immune to the gnomish universal remote.

ALL mechanical mobs.

Comentario de jeffzi

Can someone please post average run times? Both normal and heroic - Thx!

Comentario de ccnaken

Done it with alot of other grps, but this is the grp setup i like the most:)

Comentario de Garryman

Just want to say, that mechanical guys, that use charged fist cannot be afflicted by CoT. They are now immune to this spell in heroic mode. I don't know, if they can be CoTed at normal, cause i forgot the last time i made normal Mech run.

Comentario de Snotty93

For you mages, when the Astromages uses "Fire-Shield" you can steal it. Gives about 550 fire damage per 3 sec. (+spell damage ofc)

Comentario de irharry

Updated heroic mech - a number of changes have been made since the two below were written.

Mech is a mid difficulty heroic, the first three badges are comparitively easy and can be farmed in about 30 mins by an experienced group, making this a very attractive farm instance. The final two badges are considerably harder however.

Clear up the left hand side until you have killed the two humanoids (physician + melee) at the top of the first ramp. you can pull the first boss from here, you do not need to clear the engineer + demons group directly to the west of the boss. Nothing special here, spank and tank. He has an aoe that does reasonable damage, but its not too bad.

Continue to clear back down the ramp to capacitus room, making sure to hug the left hand side. At the bottom of the ramp pull the destroyer. Destroyers charged fist can NO LONGER be affected by curse of tongues, and its cast time is shorter than the GCD. if you have a rogue, ask them to put white noise on the destroyer only, and kick/KS as soon as the destroyer begins to cast charged fist. They wont like it, but the destroyer will out out roughly 700 EXTRA dps on your tank while charged fist is active, so its worth interrupting. it can also be spell locked (lock felhunter), counterspelled (mage) and silencing shot also works, though the hunter will have to be very, very fast to get it in time. As the charged fist is spell dmg, warriors can reflect some of the extra dmg if the charged fist does get off.

Clear to capicitus, note that the elite demons cannot be enslaved - the little ones still can though, and as they do 900+ dps it may be worth asking your lock (if you have one) to chain banish one on the last pull to enslave for the boss fight, the little bastard will probably do more dps than your dps :) . Capacitus has a HUGE hit box, so the best strat for this guy is similar to normal mode. Pull him back to the ramp you cleared, and have your tank stand at the edge of the ramp, about 10 yards up. Pull capacitus to him (as a lock i use my imp to pull him, hunter md is even better, whatever you have available), and tank capacitus beside the ramp. Because he is below the ramp, but the tank is on the ramp, the bombs he spawns will sit down the bottom and not touch the group. Ask everyone to move to the bottom of the stairs when they have a negative charge, and move up the stairs when they have a positive charge (except the tank, who stays still), if everyone moves up or down as needed when the charges are on this fight is very easy. Its also good for whichever group has the same charge as the tank to move in a bit so they are close enough to the tank to give him the buff also, otherwise aggro is very trickey. Think of it as a triangle, the tank is one point, and positive/negative the other two.

Move onto the glass area capacitus patrolled and pull the next keyholder, again, pretty simple tank and spank. This guy has a jackhammer effect that you need to avoid, but he emotes just before to warn you. have your melee back out, as he'll sit there doing a hellfire like melee effect pounding the ground with his hammer for about ten seconds that can do some serious damage. I usually ask ranged dps to stop as well just to avoid agro issues, but if your tank had plenty of threat up they may not need to.

Clear up the ramp to sepethra's room, some trickey trash here. The melee mobs CAN now be seduced by a succubus (previously they weren't). The astromancers buff can be spellstole by mages, its a damned nice buff so definately worth it. Leave sepethra for now. The ramp is trickey, you may be best to kill each wave seperately. Pull the last mob in each wave back near the elevator and jump on as soon as the last mob is killed. This will reset the next wave, so you can set up properly, and eat/drink before it. Its particularly usefull ont he last wave before pathaleon, as he's obviously hard if you're ready when he aggros you.

Pathale

Comentario de gaichuugo

Comentario de Hegalla

Some people say that rogues can make alot of money here, why is that?

Comentario de darkbale

Mechanar Tinkerer packs despawns after you pull Pathaleon the Calculator maybe after you clear way 2 him or something like this i dont have time for tests (only 2 runs - heroic) so i dont know when this exactly happen.

Comentario de shinoza

Yeah if you're too nooby to farm money by fighting. God dammit.

Go home you broke asses!

Comentario de htt5

how much time it takes to run mech??

Comentario de dlanod

This used to be a very easy Heroic run, collecting five Badges of Justice (three off the bosses and one off each mini-boss in the first room). This is changing in Patch 2.3 to only four Badges, as the mini-bosses will no longer give Badges. Instead, each party member'll be able to collect a single Badge from the chest opened by collecting the key gems from the mini-boss.

"Tempest Keep: The Mechanar• The Mechanar: The Cache of the Legion can now only be looted by players who are present during some portion of a successful attempt of the Gatewatcher Gyro-Kill and Gatewatcher Iron-Hand encounters. In addition, on Heroic difficulty Gatewatcher Gyro-Kill and Gatewatcher Iron-Hand no longer drop Badges of Justice. Instead, the Cache of the Legion contains a Badge of Justice for each player present."

Comentario de Nekroradai

I doesnt work on ANY mechanical mobs in BC.

Comentario de Benegesserit

The heroic version # of badge drops is being nerfed in 2.3 :(

"on Heroic difficulty Gatewatcher Gyro-Kill and Gatewatcher Iron-Hand no longer drop Badges of Justice. Instead, the Cache of the Legion contains a Badge of Justice for each player present. "

Comentario de Colbol

This is the most commonly done instance on Heroic mode.

Comentario de Callysto

If you are having difficulty with the hallway after Nethermancer Sepethrea, leading to Pathaleon the Calculator, it is possible reset the mob by running to the elevator and exiting combat.

After each wave of mobs, simply have run to the elevator and wait on the bottom level and wait until you are no longer in combat. The mobs will run back to their original spawn points and stand still. This gives your group time to refill health/mana and have a chance to mark the monsters with raid icons for necessary crowd control. It is beneficial to kill the last monster of each wave near the entrance of the hallway to shorten the run distance back to the elevator.

This is very helpful if your group is attempting heroic Mechanar for the first time.

Comentario de Vindalf

Comentario de Karelina

On heroic mode, there is one mob in particular which is notorious for killing tanks no matter how hard they try, and can generally be considered tougher to kill than any of the bosses in Mech... Tempest-Forge Destroyer

As a smart warrior tank, however, they are fairly easy to avoid dying on, and your party will love you for it.

At the start of the fight, build threat like normal, and when they use Charge Fist, drop Concussion Blow. From this point on, you want to only spam Heroic Strike to hold aggro, this will keep you from triggering a global cooldown. The instant it starts casting Charge Fist, use Shield Bash to interrupt it. Now for the next 12 seconds while Shield Bash is on cooldown, resume normal threat cycling. As soon as it comes off cooldown again, resume spamming Heroic Strike so you don't trigger global cooldown.

I believe Charge Fist appears to have about a 12 or 15 second cooldown, if you do it like this, you'll be able to survive without much difficulty after your first few tries.

Comentario de Benjamimer

Just did this in an hour, on heroic, with a resto Shaman in elemental gear, Fury Warrior, Hunter and a priest as healer and me as Tank (warrior). Very smooth run with only one wipe on one of the destroyers, wasn't even from their charged fist, healer just got distracted...

Very simple pulls, not that hard hitting, very fun dungeon and with a good number of badges. This is fast becoming my favorite dungeon to tank, the fact Sun eater drops is just a bonus.

Second boss with it's fire elementals is a pain, but as long as people watch what they're doing it's not too bad.

Comentario de elgitar

Isn't Nessy supposed to be in Mechanar somewhere? I have been in mechanar but i haven't seen her....

Comentario de Samad

Is this the first 70 instance you are supposed to do when you hit 70. I am working on getting my first toon 70 so I wanna know since the list will to join stuff in lfg will be big.

Comentario de simplyme

Just and update. Now Warlocks can summon people into this instance.

Comentario de gsxrjjordan

Just respec'd resto (previously heroic-geared tank drood), what's the min +heals I should have to play in TK? I've got just over +700, with a 8k mana pool. I know this is the easiest one, but no one in my guild has been any help ~

Comentario de juugatsu

Very easy instance now, we grind rep whit:70 shadow priest (shadowweave set no another epics)70 resto druid (2-3 epics)and70 prot paladin (nothing epic, when do first time retri set :) )

no wipes

Botanica is another one, last boss is trouble.. need more dps that one.

PS. Sorry my english :)

I want say that dont try collect 5. men try 3-4 men :) we try get one dps more group, get he about 30mins yelling :( but thx for him helping kill that last boss botanica then just dps to boss no adds kill :)

Comentario de juugatsu

Very easy instance now, we grind rep whit:70 shadow priest (shadowweave set no another epics)70 retro druid (2-3 epics)and70 prot paladin (nothing epic, when do first time retri set :) )

no wipes

Botanica is another one, last boss is trouble.. need more dps that one.

PS. Sorry my english :)

I want say that dont try collect 5. men try 3-4 men :) we try get one dps more group, get he about 30mins yelling :( but thx for him helping kill that last boss botanica then just dps to boss no adds kill :)

Comentario de whitedragon254

(if you dont understand, thats because there is a glitch with said horse that says he's located in the Mechanar too for some reason)

Comentario de Hotmilk

Mechanar and Botanica do not require level 68. With the aid of a warlock, I've run guildies through both at level 66.

Comentario de Wartem

All bosses in normal mode are soloable at lvl 80 with a demonspeced warlock in hc/naxx gear.

Comentario de juggmaster

Easiest of the Netherstorm instances to solo as an 80 feral druid, mostly bear form, Naxx 10 and heroic gear. Some decent blue BoE drops, but I think Shadow Lab typically nets more gold in a full clear for you instance farmers out there.

Comentario de Valdaimon

Just a ? is this dungeon worth farming for gold and mats or would i be better off farming in WotLK? I have an 80 DK. Thanks for any useful input.

Comentario de Vaiir

I have started rep farming for The Sha'tar, and have found this instance to be, in almost every way, the best and easiest way to get the rep I need on my frost-spec mage (Solo full-clear, ~1500 rep, in roughly 40 minutes). I'm geared, for the most part, in t7.5, with a few pieces going up or down a tier in quality, so I should assume most frost mages can pull this off with the right advice and mindframe.

Some (hopefully) helpful tips:

Basic boss strategy - Summon your Water Elemental and have it take initial aggro, then use your Mirror Images, blow your cooldowns, and spam frostbolt. Usually, by the time your Images and Elemental are killed, the boss will be at 25-40% health, but if you still need a bit of help downing the boss, use Cold Snap, summon your Elemental again, make sure it gets SOME aggro, then invis. This should give enough of a distraction (as well as a little extra damage) to recover health (Glyph of Evocation helps) or get into max casting range (Icy Veins will be available again due to Cold Snap). Also, watch your Ice Barrier buff closely.

Mechano-Lord Capacitus (Optional): He has the largest health pool of any boss in the instance, so the Cold Snap idea will likely come in handy here. Pay attention to his speech and casting bar, as he has an ability that, for a short time, reflects spell casts.

Nethermancer Sepethrea (Optional): Immediately when the battle starts, she will summon two fire elementals. All you need to remember is to focus your attacks on her (her health pool is smaller than the elementals and when she dies, they die) and when the elementals get close (they should start doing AoEs), make a bit of distance. So long as you remember this, it should be about as easy as the gatewatchers.

(There is a bridge between the room you can fight Sepethrea and the final boss, first when you start walking along the bridge and then again near the end of it, a surge of enemies will come out: 3-4 Blood Elves, then 1 Destructor, then 3-4 Blood Elves. One thing to note is that some of the Blood Elves that spawn may have the ability to cast a sleep debuff on you for 5-6 seconds, so I would recommend leaving your Ice Block or PvP Trinket open. After the second surge, the boss will spawn after a few moments, and like all the other spawns, immediately aggro (if you are not ready for this, you can invis when he shows up to make preparations))

Pathaleon the Calculator: Easy fight. He will Mind Control you at one point in the fight, but this is easily escaped with an Ice Block (or PvP Trinket, if you happen to be wearing one). He will also summon wraiths fairly late in the fight, but this is, at worst, a minor nuisence.

Comentario de sinistar

There is a quest missing on the quests tab (it's part of a chain, the comments on the link have a nice writeup of the whole chain)

Comentario de Kvadich

Soloed all bosses and killed all trash as an affliction warlock in heroic mode; took about 40 minutes. The main problem is Patrollers for you cannot drain life from them. However, they can be slowed down and must be kited under dots until their death.

Comentario de Mihir

Keep in mind that you will not be able to open the cache if 2 ppl from different realms loot the 2 key fragments.

Comentario de Gusideon

A heads up for arcane mages. If you've become accustomed to soloing the vast majority of BC content by popping all of your CD's and nuking before your mirrors fade, this place can be a headache.

The images don't exactly like to cooperate if you skip the trash....

Comentario de ghostrdr

Exact full clear rep (non human) is 1620 in normal mode, takes about 15-20 minutes as a 5.2gs fury warrior.

Comentario de JAKKALS

Doesn't seem that anyone posted the amount for heroic. Full clear on HC will nett you 2600 rep.

Comentario de Fwaky

It appears as of 4.2 mechanar is bugged, there are no longer a key to open the cache and thus accessing the elevator to the second stage of the instance, thus making it impossible to complete.

Comentario de Fwaky

It appears as of 4.2 mechanar is bugged, there are no longer a key to open the cache and thus accessing the elevator to the second stage of the instance, thus making it impossible to complete.

Comentario de whitedragon254

As of Patch 4.3, All Outland dungeons and Northrend dungeons will recognize Home Faction tabards added in Cataclysm. (Such as the Gilneas Tabard.)

Outland dungeons will continue to give the rep they gave before 4.3 in addition to whatever faction tabard you're wearing.

(An alliance character wearing a Gilneas Tabard in Hellfire Ramparts will receive 15 Gilneas faction rep per kill, and still receive the normal 5 honor hold rep per kill as well.)

Comentario de Sincaelus

The easiest of the Keep dungeons. Easily solable - did it as a Lvl 79 unholy Death Knight with little to no healing. You can pick up quite a bit of Marca de Sargeras's and Sello Furia del Sol's here along with a substantial amount of Sha'tar reputation.

Comentario de sphinkx

The map here is incorrect, the entrance is at 70,69/way Netherstorm 70 69 The Mechanar Entrance

Comentario de julesberg

Well, I soloed heroic without realizing I had my fishing pole equipped. *facepalm* Took a little while to kill the bosses but didn't have any issues.

85 frost mage, item level 374.

Comentario de TheRealSaiph

I found it a little confusing to locate the entrances to the various instances here. This is a simple summary which might help:

Place yourself over the large mana pipe, just North of Cosmowrench. Turn to face Tempest Keep. You will see four floating islands.

The Tempest Keep raid (The Eye) is through the archway on the largest island, directly in front of you. (73.3,63.7)

The Mechanar is through the archway on the smaller purple island to your right. (70.5,69.5)

The Botanica is through the archway on the smaller blueish island to your left. (71.5,55.5)

The Arcatraz is through the archway on the smaller red island, above you and to the left. (74.1,57.9)

Hope that helps!

Comentario de Ellinna

I ran this on regular on my 68 Discipline Priest. I found this dungeon very challenging with several wipes. I three manned all but maybe five pulls with the other Priest and the Hunter.

Normal:

Queueing for replacement members takes a long while, if you ever get a replacement. Here was my group make-up:Discipline PriestShadow PriestBeast Mastery HunterBlood Death Knight - Left, queued back in, leftArcane Mage - LeftFire Mage - Left

We had our Hunter pet tank when we did not have a tank. Healing was very challenging.

The first boss has bombs floating around the ground. Avoid them. Healers will want to be on their toes on heals, for one mistake may not be forgiven through the fight. Tanks and melee took a lot of damage in my group, so you may want to watch out for a lot of damage being taken in your group.

There are two gatekeepers. You must kill them both in order to access the elevator. Once you go up the elevator there will be a few groups of adds and the boss. I recommend killing all of the adds before engaging the boss. The adds in front of the boss can be pulled without the boss.

When the boss is pulled, two fire adds spawn. They leave fire for where they travel and they travel at normal speeds. At certain points of the fight, they will stop and cause a nova attack that will last for just a moment. Healers can heal through it, but to avoid the damage, run away from them.

Past the second boss is a gauntlet sort of bridge. Once you run in a certain distance, one group will spawn. Once they're dead, another group will spawn. Once that mob dies, final group spawns. Each group spawns a little further past the one before. Within each spawn time, you do not leave combat - keep your mana up! When you run further down, the next group of spawns will appear. Once they defeated, another group spawns. Once the second group is defeated, a third group spawns. When the third group is defeated, the boss is summoned at the end of the hall in a room alone.

Casters beware! He is one of the few Blood Elf NPCs that use Arcane Torrent. It stretches a little ways away, so I recommend being at max range. 30-40 yards should be a good distance from the boss. Throughout the fight, adds will spawn. They are easy to down. The boss will also MC a random player. When he MCs his target, it acts as a normal MC and can blow CDs and burns your mana, unlike in Shadow Labyrinth.

Note: Some of my information may not happen to your group, as I only had a Hunter and another Priest to complete the majority of the dungeon with.

Comentario de leobolin

The "required level" data here on Wowhead is incorrect. You can enter the instance as early as level 65. I just did. You still need to be 67 to queue for it in the Dungeon Finder, though.

Comentario de Jeschaal

For those running this currently, you do have to kill both Gate Keepers. One is pathing around, and the other is up a staircase (sort of a U-shaped room). Then the cache unlocks and you gain access to the elevator (without needing to access the cache).

Comentario de IamaBorat

I find it a little odd that in heroic mode level 68 items drop but you can't enter the dungeon until level 70. Maybe that's just how it's always been. Shame, I was excited about getting the epics leggings item on my warrior.

Comentario de Luinias

I'm boosting my hun here. He's a 65 rogue, and I am a 90 hunter.Sure, nothing, you might think... But we're doing it on Heroic. O.o Blizz made so you can enter with a higher lvl friend, even on HCs?

Comentario de Merkilan

I made a guide to help direct new players to the dungeons and clear up a little misinformation. The level to enter heroic BC dungeons on foot is the same as to enter them in normal mode.

Comentario de Questcequece

Reason being, both Mechanar and Botanica have exits, while The Eye and Arcatraz do not. But since The Eye is more linear and easier to run back through to exit, I suggest doing it second to last, before Arcatraz, then hearthing from Arcatraz.

Comentario de Zaydene

I'd also recommend not dashing across the bridge after Abisálica Sepethrea, as it will prevent the npcs in that little gauntlet from spawning properly, and the boss doesn't appear until everything is dead on the bridge.